animationmerc.bsky.social
Animator, GameDev, Director, Station Wagon influencer.
Previously Anim Director on State of Decay 3 and Perfect Dark.
Animated on Battlefield 3/4/1/V, Alan Wake, Killzone 2, Treyarch's Spider-Man games and more.
388 posts
633 followers
255 following
Regular Contributor
Active Commenter
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I think Silja had a slightly better/less party reputation when I was there but that was 14 years ago. Viking has newer boats now and may be classier now.
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I guess that's the *other* boat. The one I took was somewhere between Las Vegas and Gamorrah, for people in their 20s or 70s and not many in-between.
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Was the ferry a partial or complete shit show? Cabin was probably a wise move.
I'm on that ship later this week.
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Sorry to take a big animator crap on your deep thoughts :D
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A non-trivial number of the rank and file...
download.militaryonesource.mil/12038/MOS/In...
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I'm an American (Long Beach, CA) currently in Berlin for the Nth time. From one liberal city to another, I see way more all-gender bathrooms back home than I've seen here.
Not denying anyones else's experience. This has been mine. Both countries are big places. YMMV.
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Video games generally do a mediocre to very bad job of acknowledging this is how scale works.
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The speed at which they move should answer this. Without any size reference we can see that bugs, birds and mice are small because they're twitchy and quick where elephants and giraffes are big as they lumber about. It's all physics.
I'd guess they're meant to be about 1m/3' tall.
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Going to give this approach a go:
Maya viewport controls, Blender everything else.
www.artstation.com/marketplace/...
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Perfect, thank you! I'll check these out.
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Thanks! It seems cool so far but the "industry standard" inputs have both helped and messed up a lot of the tutorial advice as I do "the donut."
Links are welcome for both!
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Blender Virgin
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Extremely underrated city.
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The last however months of Twitter felt like a big audience that upon closer inspection, was actually a bunch of cardboard cutouts. So that has absolutely helped.
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I want to "yes and..." this but everything I can add is really, really gross. But yes, I agree: fuck 'em.
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Good luck with it!
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It was already a lot more dead than it looked, so that's some consolation.
Gimme some kitties!
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Mane-splaining is my favorite new word. Thanks for that!
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BABIES! Who are these absolutely adorable WITTLE BABIES?!
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Thinking something is "good enough" for someone it's not good enough for, is more of a sheltered and low-empathy take than a "lazy" one to me.
To the original point, getting horses looking good is not a cheap endeavor or one many people have the skillset to do. So I get why they're often bad.
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That's not quite what I said. "Devs being lazy with research" is often "devs who didn't learn how/why we do research." Those with an art education know, the rest not always.
"Greedy CEOs" are miles above where the work happens. They have no idea and no say unless it's a game defining feature.
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I have no unique insight here but my guess is at least some of it went to paying the salaries to try to make a game for 4 years.
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Density looks better on the right. I think the saturation value of the brown trunks is too high compared to the more evergreen parts. The stumps are shadowed by nature but the color pop brings them to the foreground.
It took me a second to figure out what they were bc of it.
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I imagine their art director had 10-20 non-art director bosses, art directing.
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The problem is devs not understanding that for some audiences, it's going to take a LOT of due dillegence, research and hard work to get it right then deciding that work is worth the effort and expense because that's what that audience expects.
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Sometimes the problem is a lack of "a little" due diligence and devs can be lazy with research.
I think in cases like this, the problem is that it's a lot more than a little due diligence. It's anatomy, horse mocap, capsule vs root motion, complicated animation state machines etc.
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If I'm at a virtual AA meeting, I fully expect to be sitting with a giant robot, a kaiju, someone who dresses like they're in the Matrix, at least one furry and some kind of talking, inanimate object.
Have these people ever been on the internet?!
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I wonder if people at Meta tried to make this creative and high quality and the corporate vampires of business sucked the fun out, or if it was just always aspiring to be this dumb.
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As an animator, I love both your effort and the support for your post. As a gamedev, I've ranted against game developers underestimating the expertise of their audience. I would assume that people familiar with horses have a very, very good eye for what's right and wrong about how horses move.
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There was also a salary bubble with a lot of these new and cash flush new studios, to lure talent away from their more established jobs. I'm not sure that was ever sustainable.
But overall agreed: the cost of individual Western DEVS is absolutely not the problem here.
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"Western DEV is too expensive" is a fair statement to me.
AAA has been pretty reckless with spending, bloated team sizes and runaway schedules for a while now and that shows most within the US.
Lots of potential savings, especially at the executive levels.
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Aeropress coffee is good but your mug better have a flat, wide base or you risk it going over. Also, cleanup sucks.
Cleanup on most of them suck and this was the deciding factor for me. Pourover is easy to toss as a teabag.
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I've tried most ways to make coffee at home. Settled on a conical burr grinder and a simple, Hario pourover.
Coffee is great, cleanup is easy without accumulating grounds in your pipes, and it's just enough "ritual" that you won't drink 10 cups in a day.